feat: add d4r inference engines and Windows parity tooling

Add native K/M/RR inference engines, HIP kernels, replay and validation
harnesses, and Windows DLSS setup and runtime support. Include GPU
profiling tools, build and packaging scripts, platform integration
patches, and implementation documentation.
This commit is contained in:
ayo committed 2026-10-16 08:54:47 -04:00
1 parent 25493b3198
commit 7c5d3c9157
430 files changed
+76191

No files matched your search

+24
View File
@@ -0,0 +1,24 @@
#pragma once
#include "d3d12_external.h"
#include <functional>
#include <string>
namespace d4r::win::commands {
// Intercept only documented D3D12 COM methods on this device's runtime.
// A boundary becomes prefix -> callback -> suffix at ExecuteCommandLists,
// preserving preceding lists in the caller's batch and current-frame output.
using Boundary = std::function<void(ID3D12CommandQueue*)>;
void install(ID3D12Device* device);
void record_boundary(ID3D12GraphicsCommandList* list, Boundary callback);
std::string error();
size_t live_recordings();
D3D12_RESOURCE_STATES resource_state(ID3D12GraphicsCommandList* list, ID3D12Resource* resource, D3D12_RESOURCE_STATES fallback);
ResourceAccess resource_access(ID3D12GraphicsCommandList* list, ID3D12Resource* resource, ResourceAccess fallback);
ResourceAccess submitted_resource_access(ID3D12Resource* resource, ResourceAccess fallback);
// Internal copies and callback submissions must bypass logical list routing.
struct InternalScope {
bool previous;
InternalScope();
~InternalScope();
};
}